Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
I am starting a dwarf army, but i dont know a lot. I have a few simple questions. Im thinking of going with a 2000 point army.
Whats better to use, thunderers or quarrellers? Why? So far im thinking of using 20 thunderers
There seems to be a lot of dispute between hammerers and ironbreakers. Is it better to use only one of them or field a unit of both? To be honest im leaning towards the ironbreakers.
For artillery, im thinking of using 2 cannons and an organ gun. Should i throw in a bolt thrower in there?
Thanks for any insight in advance, i appreciate it
Warlord Grimtoof Dwarfchewer
check out my WAAAAGH!!! Grimtoof WiP here: http://www.librarium-online.com/foru...-grimtoof.html
Hi, i think for 2000pts you'll need thorek ironbrow for anti magic. maybe 20 or 30 range unit. you can split to 10 thunderers and 20 Querellers or 20 thunderers and 10 Querellers. maybe you need troll or dragon slayers to for melee range. for dwarf warmachine type you can add 3 cannon, 2 organ gun and 3 bolt thrower.enjoy
Not sure what's going on in the above post because it's actually illegal to take thorek in a 2000pt match. Not to mention a lot of people would get mad especially if you went with a gun line with it. In 8th edition it seems most people prefer hammerers as great weapons are very powerful and dwarfs usually strike last anyway. A lot of the quarreller thunderer debate is about personal preference. I like thunderers more just because I think the bonus to hit and armour piercing absolutely shreds through infantry and even tougher stuff. Again a lot of the artillery is about personal preference. The only thing most dwarfs never leave home without is the organ gun. Other than that find what works for you, maybe check out the runic archive thread for some rune combos to see how you can really make your war machines effective. Hope I helped.
(also slayers are typically only good as speed bumps or flank protection for their unbreakability, definitely not a reliable melée troop as they have no armor save)
As i am greatly limited by $, i have decided not to use hammerers or ironbreakers. I know hammerers are a bit better than longbeards, but just a bit. So far, i have decided to use:
2x 10 thunderers
total points- 1208
To that im thinking of adding a bolt thrower with either egineer or master engineer
dwarf lord (possibly on shieldbearers)
And add runes etc.
Thinking i might need another close combat unit.
Any thoughts on this list so far? Like i said, im just getting into this, dont know a lot about dwarfs yet
Now days, probably Hammerers. The S6 and stubborn is much better than the S4 and the save. Just make sure there are plenty of them to take the damage.
Bolt Throwers seem to have gone down in estimation in this edition. Probably because you can no longer auto-wreak chariots, and cannons are no longer guess range.
For 2000pts, 8 war machines is too excessive and probably will mean you miss out on the tough units like Hammerers.
That is quite a good choice so far, nice big tough blocks and good machine selection. I would consider the Grudge Thrower with template weapons being very good this edition. The dwarf lord is always a good choice, then you NEED a BSB. Even with good LD dwarfs can fail tests, having a re-roll increases your chances of not failing them. Following that you'll want a runesmith to help protect against magic, as at the moment you'd be relying only on the +2 dispel and the generated dice.